• Title/Summary/Keyword: creative character

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Analysis of Preference to Men's Apparel Design by Gender toward Consumers Aged 20-49 (20-49세를 대상으로 성별에 따른 남성복 디자인에 관한 선호도 분석)

  • Kim, Chil-Soon;Lee, Shin-A
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.2
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    • pp.276-287
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    • 2009
  • Apparel professionals need to understand the customer to effectively develop, select, and promote apparel products. Analysis of consumer preferences can help in the creative design process. Therefore the purpose of this study was to identify consumer preference by gender in two segmented group; $20{\sim}34$ aged group and $35{\sim}49$ aged group toward men's apparel consumers, considering target customers and female influences on men's wear purchasing. We used questionnaires that were distributed to 600 males and females aged in their 20s to 40s, using stratified sampling method. Only 547 reliable questionnaires were selected for statistical analysis. Chi-Square and t-test were used to analyze the data, using SPSS program. We obtained the following results: 1. We found that there was a significant association between segmented age group and the preference of men's jacket style. Specially $20{\sim}34$ aged group had a significant association with styles of formal jacket, casual t-shirts, casual pants, but $35{\sim}49$ aged group had formal pants style. Looking at the general percentage, semi-formal jacket, slim fit t shirt, straight casual pants were the most favored styles. 2. Age has an significant effect on the preferences of formal menswear fabric patterns and shirt patterns. The results of t-test showed that there found to be significant by gender in character and check pattern of shirts. 3. In design details, the number of button had not significance by gender, and 2 buttons was th most favored by both age groups. The number of gather at the waist had an significant association in $34{\sim}49$ age group. $20{\sim}34$ age group prefer high waist of pants, while $35{\sim}49$ age group prefer low waist of pants. 4. For on time outfit, formal wear and tie ensemble was the most favored with significant difference by age and gender. Formal wear and no tie ensemble favored by about one third of respondents, and more favored by the younger group. For off time outfit, casual jacket and casual pants ensemble was the most favored.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Case Study on Social Enterprises as Social Venture in Korea (소셜 벤처로서 사회적 기업에 대한 사례연구)

  • Hwang, Sunil
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.4
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    • pp.191-200
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    • 2017
  • As Korea experienced a Asian foreign exchange crisis in 1997 and a world financial crisis in 2008, the social structure of Korea has undergone many changes. The problem of polarization has become more serious, and the social class has become harder to move between strata. This problem has been accompanied by a growing sense of crisis that the power of social development can be lost along with the problem of population cliffs. Behind the crisis is a reflection of the fact that the growth-oriented economic policies and welfare policies implemented in various European countries can not solve the problem. As an alternative to this, the emergence of social enterprises is attracting attention. Social enterprises have the characteristic of seeking to generate economic profit in order to achieve the purpose of the public interest to provide jobs to the underprivileged. In recent years, the importance of social ventures to expand the scope of new social enterprises in innovative ways has increased. The social venture is a venture business in that it takes risks to develop new areas, not existing business areas, but it also has the character of a social enterprise to achieve the public interest. In other words, an innovative corporate model that provides a creative and challenging solution of social problems in the venture spirit. Although the interest and importance of social enterprises and social ventures are increasing, this academic research is still lacking. The purpose of this study is to introduce and analyze cases of successful social enterprises and social ventures in order to reflect these social interests and their importance and to fill the gap of previous studies. In addition, I hope that this study will stimulate interest and research on the start - up of social venture.

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A Study on the Character of Interior Design of Modern Church - Focused on the Chancel of the Presbyterian Church in Korea - (현대 교회건축 인테리어 디자인 특성에 관한 연구 - 국내 개신교회 강단을 중심으로 -)

  • Lee, Gyoo-Baek
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.173-182
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    • 2006
  • In church building, the worship space performing practical rituals and making a place of friendship and education has a role to accept the changing services with the times. And it is also distinguishable from the chaotic surroundings and is the space for religious experience of christian identity we cannot experience in our daily life. Therefore it is very important to investigate its characteristic as the space for religious experience. The important purpose of church building is to make up a worship space, and the chancel in worship space is said to be the core in church building, the center of all worship acts. Especially, today with the tendency of multi-functionalizing and opening in worship space, the chancel in worship space has a more special meaning as spatial, functional and symbolic center. The purpose of this study, with the worship space in domestic protestant churches, is to make up basic data for the worship space plan and interiordesign in church building by analyzing the characteristics of interior design for chancel, the core field of worship space. This study has researched the constituentcharacteristics of interior design for the chancel in worship space in domestic protestant churches in 10 years from 1995 to 2004. And found the worship space opening and multi-functionalizing with the changing times. From now on, the study on interior design for creative worship space should be researched positively for the purpose of expressing the christian identity and the opening and muti-functions, on the basis of christian theology.

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Adaptation of Ko woo-young's Nolbudyeon and Reception Culture in Heungbu and Nolbu (고우영의 만화 <놀부뎐>의 서사 변용 양상과 흥부전의 수용문화)

  • Hwang, Hye-jin
    • Journal of Korean Classical Literature and Education
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    • no.33
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    • pp.5-44
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    • 2016
  • This study focuses on Ko woo-young (1939-2005), a Korean representative cartoonist. I analyzed his work Nolbudyeon (1988), which is a retelling of Heungbu and Nolbu, a traditional Korean story. I consider Ko woo-young a creative observer who has popularized his perspective in modern society. His work is a good example of how a traditional folktale can be made relevant in modern society. I used three methods of adaptation to differentiate Nolbudyeon from Heungbu story: construction of events, characterizing, and space-time background. First, to aid character development, Nolbudyeon includes a prologue that focuses on conflicts between brothers with different personalities. At the same time, the ambiguous ending could be a response to Heungbu story, which has a didactic theme. Second, I found that the new characters, Nolsun and Yeonsaengwon, enhanced the differences between Heungbu and Nolbu by playing the role of mediators. Also, in Nolbudyeon, both Heungbu and Nolbu had positive as well as negative elements, in contrast with the original story's traditional point of view on good and evil. Finally, by exploring the space-time of Nolbudyeon, we can see that its world is combined with the contemporary world. In other words, Nolbu and Heungbu, though outwardly traditional, have a modern outlook. Therefore, readers can recognize that Nolbudyeon is a metaphor for modern life rather than just an old story.

The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.

Factors Affecting Community Resilience in the Process of Environmental Pollution Purification: Focusing on the Restoration of Soil Pollution around the Janghang Smelter (환경오염 정화 과정에 나타난 지역공동체 회복력 영향 요인: 장항제련소 토양오염 복구를 중심으로)

  • Lee, Jin-Wook
    • Journal of the Korean Regional Science Association
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    • v.37 no.4
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    • pp.61-74
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    • 2021
  • The objective of this study was to evaluate the community's capacity and hindrance factors affecting the community's activities by exploring the process of restoring the community's environmental pollution. This study examined the community activities related to the restoration of pollution that occurred at the former Janghang smelter in Seocheon-gun. The results of this study showed that leaders, cooperative resources, and the media were elements positively influencing the recovery of the community. The starting point that became the driving force for community activities was the presence of a leader who had a small stake in it. Moreover, it required cooperation such as the continuous interest of local active groups and residents to continue this effort. Above all, the media publicized the incident and amplified the activities of members. Meanwhile, there were various conflicts hindering the activities of local communities in the process of restoring the pollution such as the internal conflicts of community groups, conflicts between residents and active groups, and conflicts with the government. The behaviors that appeared in the process of restoring the pollution revealed a form of united governance. Moreover, they changed from an initial "supportive" character to "resistant" and "defensive" activities. Later, it was transformed into "subjective" and "creative" activities.

A Study on Webtoon Background Image Generation Using CartoonGAN Algorithm (CartoonGAN 알고리즘을 이용한 웹툰(Webtoon) 배경 이미지 생성에 관한 연구)

  • Saekyu Oh;Juyoung Kang
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.173-185
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    • 2022
  • Nowadays, Korean webtoons are leading the global digital comic market. Webtoons are being serviced in various languages around the world, and dramas or movies produced with Webtoons' IP (Intellectual Property Rights) have become a big hit, and more and more webtoons are being visualized. However, with the success of these webtoons, the working environment of webtoon creators is emerging as an important issue. According to the 2021 Cartoon User Survey, webtoon creators spend 10.5 hours a day on creative activities on average. Creators have to draw large amount of pictures every week, and competition among webtoons is getting fiercer, and the amount of paintings that creators have to draw per episode is increasing. Therefore, this study proposes to generate webtoon background images using deep learning algorithms and use them for webtoon production. The main character in webtoon is an area that needs much of the originality of the creator, but the background picture is relatively repetitive and does not require originality, so it can be useful for webtoon production if it can create a background picture similar to the creator's drawing style. Background generation uses CycleGAN, which shows good performance in image-to-image translation, and CartoonGAN, which is specialized in the Cartoon style image generation. This deep learning-based image generation is expected to shorten the working hours of creators in an excessive work environment and contribute to the convergence of webtoons and technologies.

A Study on the Stage Costume of Pansori Ballet Theater 'Dokkaeba! Dokkaeba!' Based on Storytelling (스토리텔링에 의한 판소리 발레극 '도깨바! 도깨바!'의 무대의상 연구)

  • Ryu Jinyoung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.399-406
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    • 2023
  • Due to the increasing influence of the Korean Wave, traditional themes are emerging to the forefront of performance content development, emphasizing the necessity of applying the art of storytelling to the creative process. The purpose of this research is to examine the differentiated costume design of the Pansori ballet "Dokkaeba! Dokkaeba!," developed through the implementation of storytelling in its performance creation process. Choreographers, writers, and costume designer collaborated throughout the storytelling process from planning to content creation. This resulted in a clarified depiction of the Dokkaebi as divine beings with transcendental powers who are simultaneously friendly and familiar entities, often appearing in the form of humans and objects. Accordingly, the costume design based on this collaborative storytelling deliberately avoided the appearance of Dokkaebi reminiscent of 'Kwimyeonwa' or Japanese 'Oni', typically expressed with horns or decorations, and instead implemented novel design elements, such as fusion Hanbok with a variety of dimensionally aesthetic accessories, meaningful color contrast in modern clothing, textural elements indirectly expressing character and transmogrification, and daily clothing attire to illustrate the humanized Dokkaebi. Therefore, this study seeks to contribute to the production of new performance art showcasing the Dokkaebi by identifying the diversity of expression and direction within costume design.

Literary Significance and Cultural Character of 'Personal Narrative' ('체험이야기'의 문학적 의의와 문화적 성격)

  • Kyung-Seop Kim;Jeong-Lae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.133-140
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    • 2023
  • The origin of texts we refer to as literary or artistic may be imagination, but many are based on experiences. In fact, experiences can be the source of artistic imagination since imagination often builds upon experiences. Therefore, the act of verbalizing human experiences using them as raw material can become a great form of art. Transforming past experiences into stories and infusing them with vitality inevitably requires a creative process of reconstruction, which is essentially a literary process. As such, 'Personal Narrative' holds significance as a literary process that weaves facts into stories and shapes them into forms. Individual experiences are stored as personal memories, and these 'personal memories' continuously generate stories. Collections of individual stories are stored as multiple memories, which gradually form 'collective memories' with distinct social and cultural inclinations through the passage of time and invisible yet potent societal and cultural censorship. The problem lies in the fact that individuals may tend to align their own memories with the inclinations of collective memory rather than simply recalling what they personally experienced. In the context of actual history, personal memories and collective memories communicate with each other, producing non-fictional content close to reality and sometimes manifesting as fiction content enriched with imagination. 'Personal Narrative' holds a significant genre as one genre of non-fiction content within our culture.